Confettihttp://www.confettispecialfx.com
The OFFICIAL Confetti company website.Wed, 08 Jul 2015 21:54:43 +0000en-UShourly1http://wordpress.org/?v=3.8.1GBR Innovator: Confetti Interactive, Creating Graphics For Games and Entertainmenthttp://www.confettispecialfx.com/gbr-innovator-confetti-interactive-creating-graphics-for-games-and-entertainment/
http://www.confettispecialfx.com/gbr-innovator-confetti-interactive-creating-graphics-for-games-and-entertainment/#commentsSun, 26 Apr 2015 16:53:34 +0000http://www.confettispecialfx.com/?p=380Here is an article on Confetti by Games Business Review:

]]>http://www.confettispecialfx.com/gbr-innovator-confetti-interactive-creating-graphics-for-games-and-entertainment/feed/0Digital Production – Article on Hair Rendering (German)http://www.confettispecialfx.com/digital-production-article-on-hair-rendering-german/
http://www.confettispecialfx.com/digital-production-article-on-hair-rendering-german/#commentsWed, 15 Apr 2015 17:34:07 +0000http://www.confettispecialfx.com/?p=368Two years ago Digital Production interviewed Wolfgang about hair rendering in Tomb Raider and -generally- about the special effects world in games. The article is in German:

]]>http://www.confettispecialfx.com/introduction-to-resource-binding-in-microsoft-directx-12/feed/0Confetti visits Supergiant Gameshttp://www.confettispecialfx.com/confetti-visits-supergiant-games/
http://www.confettispecialfx.com/confetti-visits-supergiant-games/#commentsThu, 05 Mar 2015 01:23:51 +0000http://www.confettispecialfx.com/?p=363During GDC 2015, we had the opportunity to visit Supergiant Games in their new office. Here is a polaroid:

]]>http://www.confettispecialfx.com/gdc-2015-star-citizen-talk/feed/0Confetti’s 2014 – A Retrospectivehttp://www.confettispecialfx.com/confettis-2014-a-retrospective/
http://www.confettispecialfx.com/confettis-2014-a-retrospective/#commentsWed, 07 Jan 2015 16:06:37 +0000http://www.confettispecialfx.com/?p=342In the nearly six years of Confetti’s existence, this was by far the most exciting, most successful and most colorful year. This year we got the chance to work with many AAA teams and help them fulfill their vision of a great game.

At the beginning of the year we worked on Murdered – Soul Suspect on a wide range of visual effects and engine optimizations.

For AMD we worked on CPU optimizations for the new Futuremark Benchmark.

After more than a year of working on Star Citizen, we finished our tasks in the second half of the year. We worked on a wide range of rendering challenges like Nebula particles and distribution, Volumetric Explosions, Order-Independent Transparency and on the Capital Ship Damage system.

Our first customer Qualcomm works with us since more than five years. We are very proud of that relationship. This year we spent some time in the Qualcomm offices in San Diego and India.

Super Evil Mega Corp has a winner in their hands with Vainglory. We are proud to add new features to this game and enjoy working on new features.

Transistor has one of the best user review scores on Steam. We feel honored to have been asked to help bringing the game to new platforms.

Amazon Game Studios is becoming a technology powerhouse. We help by adding features to their engine.

We had and still have a great time on working with Dolby on future monitor technologies. Extending Unreal Engine 4 to run a wider range of color and brightness values is a challenge just right up our alley

AMD involved us with optimizing the GPU usage of Dirt 4. Like its predecessors the game looks super awesome and now runs a bit faster

We also worked on a wide range of new tech that we developed in-house, like for example Volumetric Explosions, new PostFX and others. Our middleware packages Aura, Ephemeris and PixelPuzzle evolved and are running efficiently on PC, PS4 and XBOX One.

]]>http://www.confettispecialfx.com/confettis-2014-a-retrospective/feed/0Vaingloryhttp://www.confettispecialfx.com/vainglory/
http://www.confettispecialfx.com/vainglory/#commentsTue, 25 Nov 2014 00:23:46 +0000http://www.confettispecialfx.com/?p=332We are working on Vainglory for the last four months. Enjoy the screenshots:

]]>http://www.confettispecialfx.com/vainglory/feed/0Star Citizenhttp://www.confettispecialfx.com/confettis-work-on-star-citizen/
http://www.confettispecialfx.com/confettis-work-on-star-citizen/#commentsSat, 25 Oct 2014 00:14:54 +0000http://www.confettispecialfx.com/?p=327For more than a year we worked on the game Star Citizen. We worked on the following features:

Nebula particles and distribution- we invented a new spherical particle that holds up under 3D and we wrote a distribution tool to allow artists to place those particles efficiently

Order-Independent Transparency for particles

Capital ship damage system

]]>http://www.confettispecialfx.com/confettis-work-on-star-citizen/feed/0Murdered: Soul Suspecthttp://www.confettispecialfx.com/murdered-soul-suspect/
http://www.confettispecialfx.com/murdered-soul-suspect/#commentsFri, 11 Jul 2014 14:54:33 +0000http://www.confettispecialfx.com/?p=322We worked on some of the rendering features of Murdered: Soul Suspect:

We are still working on the possibilies. If you split up a Michael Bay explosion in phases you can use four:
1. “Lightning” – first part over brightens the scene
2. Glow – this is the glowy part that is still white / yellowish
3. Orange glow + dark smoke
4. Lots of smoke …
We are getting better with 3 but 1 is too faint, 2 is ok and 4 is not enough.ties how to mix 2D and 3D effects … currently most of this are 3D volumetric effects.